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Author Topic: problems with taking a full 3D model, and animating it.  (Read 4858 times)

JetTiger

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problems with taking a full 3D model, and animating it.
« on: May 16, 2008, 11:37:57 pm »

Hi, I'm new to the forum (not so much to 3D modeling), and I have recently taken an interest in 3D animation. I did the bird tutorial in order to try and figure out the animation process, and I've got the basics down (or maybe not?). My question is, if I've got this full 3D model of a person (head, arms legs, body, everything) that I want to animate, do I have to remove the specific sections of the body and create a bone piece to move each section of the body? Or is there another tool in the Figure Mode that helps you with this?
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ENSONIQ5

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Re: problems with taking a full 3D model, and animating it.
« Reply #1 on: May 17, 2008, 12:41:33 am »

There is no need to separate the individual parts, unless you are building a robot with joints that don't "bend" as much as rotate or something.  Parts of a mesh can be mapped to different bones, and the "strength" of the attachment is adjustable, allowing parts of the mesh to warp and be flexible.  There are two methods to do this: bone influences and weight painting.  Although simple enough to do, I could not do a better job of explaining how to do this than the Anim8or manual.  I would suggest giving that section of the manual a read through, and then experiment with a simple bone/figure combination.
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hihosilver

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Re: problems with taking a full 3D model, and animating it.
« Reply #2 on: May 17, 2008, 01:00:34 am »

I would advise taking a look at this site.  MP3D provides some wonderful tutorials that you'll find very useful.  Especially those on bone influences and weight painting.
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